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fix(renderer): resolve delayed GPU page faults through buffer and texture caches
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@@ -394,6 +394,7 @@ void BufferCache::InvalidateMemory(uint64_t vaddr, uint64_t size) {
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}
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void BufferCache::ReadMemory(uint64_t vaddr, uint64_t size) {
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(void)SynchronizeBacking(vaddr, size);
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std::vector<DownloadCopy> copies;
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{
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FaultSafeCacheLock lock(this, m_mutex);
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@@ -426,7 +427,7 @@ void BufferCache::ReadMemory(uint64_t vaddr, uint64_t size) {
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});
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}
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if (copies.empty()) {
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EXIT("BufferCache: GPU-owned invalidation has no dirty byte ranges\n");
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return;
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}
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auto downloads = RecordDownloads(copies);
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m_scheduler.FinishCurrent();
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